ApocalipseBR Projeto Nemesis
ApocalipseBR Projeto Nemesis
[i]Build 42 - Multiplayer Compatible[/i]
A Resident Evil–inspired boss zombie mod that brings the relentless Nemesis to Project Zomboid. He will find you.
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What Does This Mod Do?
This mod adds a [b]boss-tier zombie[/b] wearing the iconic Nemesis outfit that the server automatically spawns near players using an escalating [b]pressure system[/b]. The longer you survive without encountering him, the more inevitable his arrival becomes.
It works by converting a zombie inside a range to the infamous Nemesis, and he's not like any other zombie:
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[*] [b]Sprinter[/b] - he runs. Always.
[*] [b]Superhuman toughness[/b] - takes up to 10 hits to bring down (configurable).
[*] [b]Hawk vision & pinpoint hearing[/b] - he detects you from far away.
[*] [b]Long memory & navigation[/b] - he remembers where you are and pathfinds toward you.
[*] [b]Active redirect[/b] - even if distracted, he re-targets the nearest player every few seconds.
[*] [b]97% scratch & bullet defense[/b] - conventional weapons are mostly ineffective; plan accordingly.
[*] [b]50 kill XP bonus[/b] - if you manage to take him down, you earn it.
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Also includes the [b]Mr. X outfit[/b] as a secondary visual variant. Mr. X is slightly less armored but still uses the same boss module stats.
Players [b]cannot equip[/b] the Nemesis or Mr. X suits - the mod blocks wearing them from context menus, drag-and-drop, and as a safety net on clothing update events.
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Pressure Spawn System
The server runs a background pressure loop [b]every in-game minute[/b]:
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[*] Pressure increases by a configurable amount each minute (default: +3).
[*] When pressure reaches the threshold (default: 30), a spawn roll is attempted.
[*] The roll has a configurable success chance (default: 10%).
[*] If the roll succeeds, Nemesis spawns 30–45 tiles away from a random eligible player.
[*] On spawn [b]or[/b] failed roll, pressure resets to zero and the cycle begins again.
[*] There is no limit on how much Nemesis can be active at a time - too frequent spawn chances in the sandbox and you may be getting swarmed by Nemesis.
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With default settings, expect roughly [b]10 minutes of calm[/b] before the first threshold hit, and then it's a dice roll each cycle. Tension builds because you know he's coming - just not exactly when.
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Sound Design
Nemesis has a full 3D positional audio system. All vanilla zombie sounds are [b]suppressed[/b] on Nemesis-outfit zombies and replaced with custom ones:
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[*] [b]Theme music[/b] - a looping ambient track audible within 60 tiles. You'll hear him before you see him.
[*] [b]"S.T.A.R.S." voice line[/b] - plays when Nemesis first detects you (40-tile range). Unmistakable warning.
[*] [b]Roars[/b] - periodic roars (3 variants) on an 8-second cooldown with a 40% chance per cycle, audible up to 80–100 tiles away.
[*] [b]Grunts[/b] - plays when Nemesis takes a hit (2 variants, 50% chance), audible within 40 tiles.
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All sound ranges, cooldowns, and chances are configurable through Sandbox Options. You can tune or mute any layer.
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Sandbox Options
Everything is tunable from the server sandbox settings page:
Option
Default
Description
Pressure Per Minute
3
How fast spawn pressure builds
Pressure Threshold
30
Pressure needed before a spawn roll
Spawn Roll Percent
10%
Chance to spawn when threshold is reached
Spawn Min/Max Distance
30–45
How far from the player Nemesis appears
Boss Max Hits
10
Number of hits to kill Nemesis
Detection Range
80
How far Nemesis detects players
Theme Range
60
Audible range of the theme loop
S.T.A.R.S. Range
40
Audible range of the detection voice line
Roar Cooldown
8s
Minimum seconds between roars
Roar / Grunt Chance
40% / 50%
Probability of each sound playing
Redirect Seconds
5s
How often Nemesis re-targets the nearest player
Boss Cooldown Cycles
3
Pressure cycles to skip after a Nemesis dies
Cooldown Scale by Players
Off
Add extra cooldown cycles per online player
Debug
Off
Print spawn/pressure logs to server console
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Admin Commands
Admins can manually summon a Nemesis or Mr. X at any coordinates (though this fails sometimes and i couldn't figure out why):
/createhorde2 -x 10600 -y 9800 -z 0 -count 1 -outfit Nemesis -health 4.5
/createhorde2 -x 10600 -y 9800 -z 0 -count 1 -outfit MrX -health 2.0
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What to Expect
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[*] A slow-burn tension loop that keeps you on edge throughout your session.
[*] Audio cues that let you gauge distance and react - or panic.
[*] A genuine threat that forces you to think about escape routes, weapon durability, and positioning.
[*] Works on dedicated servers with multiple players - Nemesis picks a random target each spawn.
[*] Fully configurable difficulty - dial him up for horror, or tone him down for a manageable challenge.
[*] A genuine pure rush of adrenaline, specially when it comes unexpected.
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Known Issues
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[*] In some setups with the Regioes mod, zombies can get stuck in an undying state if the region processing does not handle them correctly (conflict with the extra Hits system).
[*] Nemesis zombies can get stuck on doors and windows easily.
[*] Nemesis may fail to pathfind correctly when spawned too far away from the target player.
[*] In roleplay zones where door attacks do not deal damage, zombies attacking doors can still be converted into Nemesis, causing Nemesis to get stuck inside those roleplay areas.
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Credits
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[*] [b]B42 port:[/b] Hypothetic
[*] [b]Original B41 ResidentEvilNemesis mod & assets:[/b] Nemeth
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Workshop ID: 3706463588
Mod ID: ApocalipseBrProjetoNemesis